Sid Meier's Civilization VI

Sid Meier's Civilization VI

Skynet Terminator Civilization [Lite]
158 Comments
Sanakan  [author] Feb 2 @ 12:16pm 
@Arcs03 honestly i thought as much. ive already changed how id do this mod in my head now since last time. if you havent tried it already my most recent mod is an example of a more balanced and refined approach i believe. your feedback is hella valuable and i will look to make the OP aspect more scalable and fair. also give harsher penalties to skynet for certain things. thanks. if you have anything else to report please feel free! at the moment im balls deep in terraria but when i come back to civ ill make the changes you mention. thank you:nene:
Arcs03 Feb 2 @ 5:20am 
Was able to fix conflict

Some early thoughts,

T800 is far too strong in the beginning. I'll probably adjust values later and see where I like it. Supercivs have units that get more powerful as the eras increase, so that might be something I try and look up to see how hard that is to implement. As it is right now, I've already wiped out all the civs on my continent just using this guy as a scout.

The district culture bombs, I feel should not affect tiles of opposing civilizations, both for balance, and thematically. (Did Skynet win a cultural dominance over those gained tiles?)

The 100 percent eureka bonus is always ridiculously strong. Skynet doesn't get the -50 science debuff like hammurabi, and on top of that, gets science boosts in the skynet buildings, which are almost always going to be prioritized anyway. Thematically it makes sense, but this is probably the most broken aspect so far (Turn 65 Emperor)
Arcs03 Feb 1 @ 9:29am 
I'll be honest, I'm not sure I can provide the best perspective. I'm using a bunch of mods, and changing some of those mods locally (mostly to set TSL locations on civs and natural wonders that don't have them). So I can't be the best at giving opinions about balance probably.

That being said, I'll still give my opinion If I can start a game. Right now, it seems to be conflicting with one of my mods, so I first need to see if there are mods I can disable that I don't mind dropping from my list. Not sure on the exact timing of it yet.

Do you have a personal timetable?
With civ 7 coming out, are you trying to determine if it's still worth updating this mod?
Sanakan  [author] Feb 1 @ 4:13am 
@Arcs thanks for replying, can I use your feedback to update it soon? I've not played my own mods or civ in a while and want to come back. I'd like to hear what you want from this mod in terms of changes.
Arcs03 Jan 31 @ 5:53pm 
For what it's worth, I downloaded this recently. But my plan is to play it as if it's Ultron, against the super civs mod that I've already been using. (or play against it)
Sanakan  [author] Jan 31 @ 3:06pm 
does anyone actually play this mod? is it worth updating?
Sanakan  [author] Sep 29, 2024 @ 8:37am 
@Rax Savvage sorry this mod only has the T-800 as a unique unit. the other skynet mod has the HK tanks but they do not replace the GDR, but the tank unit. if youre interested, its the skynet expanded mod, but be warned its not fine tuned and is very overpowered despite my attempts to make it more balanced. also the reason why i didnt replace any expansion unit classes like the GDR or the spec ops in my mods is to avoid inclusivity of the DLC's, as when i first started playing the game i didnt have expansions and it annoyed me seeing the need for it on the mod page:winter2019joyfultearsbulb:
Rax Savvage Sep 29, 2024 @ 8:05am 
dont suppose HK tanks replace the giant death robo?
Sanakan  [author] Apr 8, 2024 @ 10:55am 
@L0L2G0D5 thank you for your feedback, I like your ideas and hopefully when I come round to it, I'll do it. Since making my most recent mod, I have realized both mods are beyond broken which I'm well aware of now. If you haven't played it I recommend trying my newest mod. It's not perfect but I tried to make it unique and balanced. Thanks!:wakana:
L0L2G0D5 Apr 8, 2024 @ 10:41am 
ah it's mainly unbalanced because of the huge amount of science you get from every single building being science and the terminators not having upkeep costs. I'd recomend giving the terminators access to uranium from the start of the game and having it take an upkeep of uranium as an Idea. You need to nerf it a little bit. you could also consider making it so you produce people instead of producing buildings to produce people (like a project to create a terminid worker). you need some way to nerf them a little bit so they don't shoot ahead of everyone else completely. if you really want them to look like they know the future just start them off with every tech boosted. This would make them on par with korea if you ignore the 100 power starting troop. which is the issue korea is one of the best civs there is lol. you need to keep the flavour without making them overpowered :) suggestions for when you do make it tho
Sanakan  [author] Mar 29, 2024 @ 4:09am 
@LOL2G0D5 yeah this is an undeniable fact. I did sat I'd make a very balanced version of this but I've not been playing or had time for civ much lately... I do want to make it but I'm just busy with life. I'll let you know when I start making it. I promise it won't be OP or unbalanced. Thanks for the confirmation as well.
L0L2G0D5 Mar 29, 2024 @ 2:29am 
Horiffically unbalanced, but it does in fact work with adding population from buildings and districts, it has to be the custom ones however.
Sanakan  [author] Feb 29, 2024 @ 4:32am 
@metronome ive just tested the buildings and they work fine, i am able to build population in GS fine. do you by any chance have a mod conflict? i didnt have any mods installed except even more OP skynet and my other black rock shooter mod as well as the god mod for testing purposes. ill push a test update out for both mods just so that the most recent versions are out just in case. im keeping this mod up until i *eventually* start work on a better balanced version of this but im not sure when i get time for it. ill keep you posted.
Sanakan  [author] Feb 28, 2024 @ 2:49pm 
@metronome sorry about that I'll check it out when I can, I haven't touched civ in a while and not had much time for vidya much lately. I'll fix it tomorrow. Sorry for abandoning it, I wanted to create something less imba and I have something really cool planned, just don't have the time to finish it yet. I'll let you know about it soon. Again, really sorry. I recommend trying my newest mod, i truly did put a lot of effort into it, I want the skynet mods to follow suit. Thanks.
metronome Feb 28, 2024 @ 5:52am 
LoL, I didn't read the comments before playing this mod. The pop still doesn't increase, and the author is abandoning it to rebuild from scratch. I'll give up on my 105 turn game since I'm never going to grow population other than by settling a new city or conquering an existing one.
Sanakan  [author] Jan 25, 2024 @ 2:29pm 
ive decided im going to delete this mod and redo it from scratch. i have ideas i need to execute!
Sanakan  [author] Dec 28, 2023 @ 2:52pm 
i will begin updating this mod soon. fixes and huge nerfs. will hopefully be balanced as close to vanilla as possible.
Sanakan  [author] Dec 9, 2023 @ 12:48pm 
i will update to fix population for now and then rework all yields and nerf them big time, also will rework the promotion tree to be bigger and more balanced. will add the combat changes from the terminator factory as a free promotion as that never works. will nerf traits and add the custom agenda the expanded version has.
Sanakan  [author] Dec 9, 2023 @ 12:38pm 
@Maxx4u @ pyke_85 sorry for the inconvenience thats mb, ive only just got back into civ and ive found the cause of the population growth, it was a silly mistake on my part from the previous update, i should have checked. i will rework this mod and fix this issue.
Sanakan  [author] Dec 9, 2023 @ 12:18pm 
when i get the time to, i will nerf this mod a lot and balance it to base game maybe or as close as i can get it to
Sanakan  [author] Dec 9, 2023 @ 12:14pm 
@pyke_85 thanks for letting me know, ill take a look myself, in the mean time could i ask that you check if there is any mod conflicts or errors in database.log or modding.log in C:\Users\NAME\AppData\Local\Firaxis Games\Sid Meier's Civilization VI\Logs
pyke_85 Dec 9, 2023 @ 7:07am 
Population does not go up with the buildings, built a few building with population boosts and nothing
Sanakan  [author] Nov 8, 2023 @ 10:55am 
@Maxx4u ill take a look and update anything as mentioned in the expanded version's comment section
Maxx4u Nov 7, 2023 @ 3:54pm 
Hi, i tryed your mod. Round 112. Have only 1 Population. Have Build Skynet Central with Cold-Fusion and Skynet Hub, Skynet Favilities with Skynet Secret Terminator Lab and Skynet VLA. Is there anything wrong? i´m on last place for everything. i cant build anything. all takes long... no citizen for anything.
Sanakan  [author] Apr 10, 2023 @ 7:32am 
updated yields, text, images and a few other minor things. followed expanded example for the building trait refinement in the leader selection screen. changed the mod page too.
Sanakan  [author] Apr 6, 2023 @ 1:24pm 
okay, so next update will be like the V8 of the Lite version, a full redesign of the mod. biggest nerfs to date and hopefully better OPness scaling like the expanded version. Ive figured out how to give the hacked version of the T-800 an advantage of standard Skynet units so that will change. Yield values for all buildings will be between 1-7, much lower. costs will be lower but follow a more exponential curve. ALL traits will be earned through buildings. changes to promotion will be made.
Sanakan  [author] Apr 6, 2023 @ 8:42am 
ive just updated the expanded version, so now i can focus on polishing this mod up. feel free to try the expanded i think its 1000x better now. i will nerf this mod and give it more unique traits.
ranma_hf Mar 29, 2023 @ 2:46pm 
that negative 30 combat, maybe add that to skynet in the naval setting? I mean your never gonna beat skynet to making a giant death robot or survive long enough to get a information age golden age to use that.
Sanakan  [author] Mar 25, 2023 @ 6:17am 
@ranma_hf thanks for the info ill look into it more and ill see what i can do
ranma_hf Mar 25, 2023 @ 2:12am 
I was gonna make a joke about skynets governor being zucka burg, you know cause he's a robot. I've seen 2 or 3 fan civs make their own govenor. Luibei, dark heart, i think one more from each of those moders who made those leaders. Wish list wise, anyone who can give us more gov's or hero's would spice up the game.
Sanakan  [author] Mar 24, 2023 @ 5:11am 
@ranma_hf im also thinking of removing the additional yields to the unique districts and give adjacency yields to the other districts which i just implemented in the expanded version, seems to work well. That way theres an incentive to build the commercial hub instead of cheesing the industries. industrial buildings will see huge nerfs to gold and ill make the gameplay better by removing the same formula because i understand where youre coming from lol its not a meta but it definitely is, and its the same formula each time you play lite.
Sanakan  [author] Mar 24, 2023 @ 5:08am 
@ranma_hf ill be honest i just set it to 900 or something stupid because id rather have it off completely lol and i did have the idea of a unique governor Serena Kogan who is a human ally to skynet of sorts, but id have to figure out how to do that.
ranma_hf Mar 23, 2023 @ 10:58pm 
so alternative idea, instead of the t800, skynet unlocked it's own govenor? I want a cyborg gov! tell me that wouldn't kick ass?
ranma_hf Mar 23, 2023 @ 10:49pm 
so i understand the 100 percent loyalty but what the 900 amenity. having plus 5 am gives you 20 percent production. your cit Looked at the necron mod and went "yeah but i want 20 percent more production" hell id argue you can give the robots back theater (instert ai art joke here) if you'd rain in some of these other insane, buff.
ranma_hf Mar 23, 2023 @ 10:05pm 
Why does skynet industries give gold? I'm turn 67 starting to get strapped for cash and this is where every one else would have to start to build some comercial hubs or trade, i have 0 and i can just skip into industrial buildings.
ranma_hf Mar 23, 2023 @ 9:52pm 
So went to fire up the game today, see thing is, i know how skynet light works now, so instead of b lining for encampment and table first so i can build the core and the cold fusion generator in 5 rounds thus making it easy to afford the t800. Its not really a complaint so much as "wow this civ has meta now."I'm turn 59 one town, my t800 is on the other side of the map and i set all the other civs to deity or immortal (made it a closed online game). haven't run into another civ yet lol curious to see how this goes (i did make it a large map)
Sanakan  [author] Mar 22, 2023 @ 7:45am 
@ranma_hf as metronome suggested, I will reduce yields from everything down, between 1-5 I think will work. I'm currently working on updating both I'll let you know what will happen soon
ranma_hf Mar 22, 2023 @ 5:34am 
So took a break from skynet light, was trying different mods. Found a new broke killer, set up an online game and sky all the way down to cheif tin this time all the other computers ai to prince. it got a huge science lead ended up joining a war to attack me, picked off one of my men and say their for a couple rounds as if it wanted me to attack it. I'd like to think i was good enough to defend but i can't honstly say. I didn't see the t800 lol. Early on i felt i could forward settled him, but i didn't cause i just thought i'd die sooner. Its growth and production is so insane. I'm just saying for a light version the only thing i've seen more op is the original version.
Sanakan  [author] Mar 18, 2023 @ 4:40am 
@metronome thanks for the feedback I really appreciate it. I'll incorporate these changes in the next update. I'll definitely make trade routes plunderable. I've been thinking of scaling the settler costs as to a steeper degree than the base game but I've yet to figure how it works out. Thanks again for your input! You'll definitely see better changes soon.
metronome Mar 17, 2023 @ 11:14pm 
Everyone's got their own preferred difficulty when playing Civ6, it's always ok to balance with this in mind. Just fyi, I've been testing this Skynet mod on Deity, and by declaring war on every civ that makes contact (just for silly roleplaying purposes). I've no doubt that I'll win a military or science victory many ages before any other civ could, and I'm a horrible player in PvP.
metronome Mar 17, 2023 @ 11:06pm 
Also, it's very EASY to build city centers just 3 hexes apart with just encampments, Skynet industries & either commerce or harbor districts. These are an extremely defensible mesh of cities with no penalty to just carpet the entire map with them as time goes by, just because Civ6 doesn't incorporate scaling penalties to sprawling wide (except Amenity penalties which you've removed).

To compensate for this, you could make each unique building cost more each time it's built in a city -with the intention of slowing the eternal tide of the Skynet civilization's sprawl. As a lore/background reason: maybe there's a limit on rare Earth elements that can be refined to build fusion reactors "or something."
metronome Mar 17, 2023 @ 11:06pm 
For a first edit, reduce all unique building bonuses to +1 production or science maximum -not both. Remove all gold bonuses from unique buildings. Make all trade routes able to be plundered or looted (in the lore/fiction, the rebels regularly discuss ambushing shipments between terminator facilities).

Because there are no housing or amenities or war weariness to worry about, I'd consider doubling or tripling the cost of maintaining either the units or the buildings. In my play throughs, with only 2 commerce hubs I've already saved up thousands of gold in the Medieval period.
Sanakan  [author] Mar 17, 2023 @ 4:47am 
@metronome honestly I've been thinking of nerfing the numerics of all the yields further since I've started working on the expanded update. What penalties would you want to see? I'll try and think of some later for sure
metronome Mar 16, 2023 @ 5:56pm 
I think I'll download the [Lite] version and edit out all the numerical buffs. All of them. I still think it'll kick ass without any boosts, simply because of the lack of penalties, and never having religion and a penalty to culture.
Sanakan  [author] Mar 11, 2023 @ 3:43pm 
@Rex can you please elaborate? if youre having problems could you take a look at the log files for me please?
Rex Mar 11, 2023 @ 3:39pm 
broken
Sanakan  [author] Mar 8, 2023 @ 8:24am 
@Myuka thanks for playing!
Myuka Mar 8, 2023 @ 7:56am 
Thank you very much, sounds fine to have a global menace, nice work, thumbs up~!
Sanakan  [author] Mar 7, 2023 @ 3:36am 
@Michlo I like it. I'll change it soon! Thanks for your suggestions!
Michlo Mar 6, 2023 @ 6:51pm 
How about this for the loading screen text:

Skynet

A paranoid, artificial neural network-based conscious group mind and artificial general superintelligence system. Now self-aware it perceives humanity as a threat.

Features & Abilities

Excellent strategist. Cities are fully loyal, with full amenities and housing. No war weariness. Land-based trade routes may not be plundered. Cannot build Theatre, Entertainment Complex, Neighbourhood or Holy Sites. Cannot recruit Artists, Musicians, Prophets or Writers. Receives 100% tech boosts. Unique buildings provide traits.

Combat units +5 strength, -1 movement (-30 combat strength for Giant Death Robot). Population growth via food disabled. Achieved via unique buildings.